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Fix CheckIfInOutsideMap comments.
Pointed out by 80C.
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3c14752719
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9
main.asm
9
main.asm
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@ -928,7 +928,7 @@ WarpFound2: ; 073c (0:073c)
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ld [$d73b],a ; save ID of used warp
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ld [$d73b],a ; save ID of used warp
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ld a,[W_CURMAP]
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ld a,[W_CURMAP]
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ld [$d73c],a
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ld [$d73c],a
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call CheckIfInOutsideMap ; check if the tileset number is 0 or the map is Route 12
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call CheckIfInOutsideMap
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jr nz,.indoorMaps
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jr nz,.indoorMaps
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; this is for handling "outside" maps that can't have the 0xFF destination map
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; this is for handling "outside" maps that can't have the 0xFF destination map
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ld a,[W_CURMAP]
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ld a,[W_CURMAP]
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@ -1144,13 +1144,12 @@ PlayMapChangeSound: ; 08c9 (0:08c9)
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ret nz
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ret nz
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jp GBFadeIn1
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jp GBFadeIn1
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; function to set the Z flag if the tileset number is 0 or the map is Route 12
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; strangely, Route 12 has tileset 0, so the check is redundant
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CheckIfInOutsideMap: ; 08e1 (0:08e1)
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CheckIfInOutsideMap: ; 08e1 (0:08e1)
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; If the player is in an outside map (a town or route), set the z flag
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ld a,[W_CURMAPTILESET]
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ld a,[W_CURMAPTILESET]
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and a
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and a ; most towns/routes have tileset 0
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ret z
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ret z
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cp a,ROUTE_12
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cp a,$17 ; Route 23 / Indigo Plateau
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ret
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ret
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; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp
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; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp
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